Not trying to object OP but TBH it has no any problem as long as all of you still playing...
I play ARR everyday since day1, those "so fast become useless" gears, I have actually used them for long enough time,
and most return-every-patch friends just want play for the new gears when they return everytime,
this give them a chance to have better gears than any everyday-player, motivate them to return, no need to care old gears. ^^;
Therefore, I think verticle progress is the new gen and I am ok with it.
Okay, so let's say vertical progress is the way to go. The biggest issue here is there is no variety in playable content. With progression so linear, it makes it difficult for devs to make something different, aside from grinding chore like content that all end up being the same. At this point, the only open world content are hunts and are completely useless. The raid has the same exact vibe as coil. Soon we'll be getting voidark, which sounds exactly the same as Crystal tower. The only thing new is this island exploration thing, that they gave no details about. with this vertical progression, that will end up giving people the same feeling as everything else in the game.

On the discussion of Yoshida and 1.xx he had quite a bit of time invested in development of a few pieces to keep the game rolling whilst they developed ARR.
http://ffxiv.zam.com/story.html?story=24908
This was his first letter from the producer, it was posted on Lodestone which is no longer accessible, much like all of them up until the 6 iteration that is still present in the archives of the 1.0 forum. It details answers to a questionnaire he posted previously and his future adjustments for the 1.0. At this point the only knowledge we had of the 2.0 ARR world was the ominous word "Reboot"
To clarify FFXIV 1.0 was "released" on September 30, 2010 (I believe I got my CE edition on the 22nd with early entry) Yoshida posted his first letter on January 21, 2011, Tanaka was removed in December. Yoshi managed 1.0 whilst simultaneously developing ARR from that time up until November 2012 when the 1.0 servers were shut, if anything Yoshida had almost controlled 1.0 entirely from release considering that Tanaka had control for a total of just 3 months post release.
Last edited by Firepower; 09-17-2015 at 06:14 PM.

I agree with most of the OP points, except for adding proc effects. In some games, I was sitting there, waiting for the damn effect to work. In other games, it was occurring at inconvenient times. I would suggest "on use" effects instead. However you are not going to escape the BiS concept so long as there is any equipment that has better stats or abilities than another set of items.
Because SE think catering to the people who at most play only on the weekends or just 2hrs a day is a good idea.
Short answer. THEY BALANCE EVERYTHING TO THE POINT WHERE ITS NOT FUN.
Last edited by Dererk; 09-17-2015 at 09:28 PM.

i couldnt agree more with this. its so true it hurts to read. a3s is not fun anymore to me either. add to that the BLATANT lie that yoschi gave in a recent interview were he was asked about it and said : we designed the fights in a way that you can still clear em even when you make SOME mistakes since we are not robots but all humans and we make mistakes. funny that i dont see those "recoverable" mistakes on a3s. if you mess a single debuff or mess a mechanic on the addphase or the handphase its basicly a wipe 100% the time no matter if you raise quick etc. a2s and a1s? yes there you CAN recover. but a3s? forget it.
add to that the fact that you basicly need to play perfect dps wise aswell OR youll need to wait on better gear which by itself is weekly cap gated and no other way to get better gear outside of clearing savage next turn. and by the time you drop something from savage sometimes youll already got your eso i210 piece before that even happens and the tokens barely help with that because it takes TOO MANY of em per item. the RNG on loot itself is so bad its basicly the same crap as coil.
example : if you clear a4s around end november you can basicly stop playing until 3.2 release around end of january because it takes 16! tokesn of a4 only to get a SINGLE WEAPON and SINGLE CHESTPIECE in the case that rng screws you for the 14 WEEKLY locks you have left. which is VERY likely considering it took some people over 40! clears of bahamut t13 to finally drop thier weapon/armor piece and that was BEFORE 3 more weapons were added to the pool.
add to that the following : raid weapons no longer have a ilvl boost over tome weapons now. (another step towards causalization of the endgame)
add to that the follwing : raid armor GLAMORS are now handed out to everyone via the piss easy normalmode from alex without any effort. leaveing raiders with the weapon glamor alone at most. so you dont even have anything to atleast show of for glamor like with coil.
add to that the following : most savage items have TRASH secondary stats yet require a TON more effort to get than esos which will be handed out once 3.1 hits which will be soon. so why bother doing super hard content if the REWARD = EFFORT formula is totally broken on em? if savage requires this perfect of player skill FINE but then REWARD US CORRECT FOR IT (aka BEST ITEMS ONLY FROM SAVAGE) aswell yoschi! otherwise you have failed the most BASIC mmo raid formula : EFFORT = REWARD. and dont do it like other games were effort > reward or games like archage/aion were RNG = reward which both is total bullshit and plain unfun. currently our savage mode is this : EFFORT >>>>> REWARD which is plain wrong design. it has always to be EQUAL for a good and rewarding raiding experience.
its really sad currently. if this continues any further ff14 will go the same route that LOTRO has gone and that game is now 100% causal content. no raids. no challenge no nothing for players who want a challange and a reward for it. rewards are handed out by doing nearly nothing for it. ff14 seems to be on the same route currently. dont make the SAME mistake that other mmos already did. lotro had such crazy well done raid instances at its start and later on a few more until they said its not worth it anymore to develop challengeing content for less than 15% of all players so they focused on easymode 100% from then on. then keept resetting lvl cap to keep people going after new gear for no reason other than the sake of it.
Last edited by Windklinge; 09-17-2015 at 10:34 PM.
Not really my bard and healer both have a eso wep and top i just switch every week and a hafbecause it's impossible to gear them all at the same ratebut i do agree they need to slow down with new tomes and gear and ilvl since yes i agree it is hard to enjoy gear when new crap comes out every 3 months. As for the rest your saying i can't really agree i mean ppl wanted bigger zones {they got them} ppl wanted stronger monsters and mobs {they got them} SE cant and will never plz everyone this is a fact
Last edited by SakuraMidori; 09-17-2015 at 10:24 PM.



The thing about flip-flop gearing is it makes you a Jack-of-all-trades, but master of none. While you can gear two jobs at the same rate, they'll never be as geared as if you just focused on one. (not a problem if you're not pushing top tier content, though)
Ultimately, the fundamental problem this thread is talking about is that there's an incredible lack of variety, both in game difficulty and content types, when it comes to advancing one's character (which includes all jobs). This coupled with the rate at which gear becomes obsolete leads to burn out, frustation, and boredom.
Having more options is typically better than having less.
Last edited by Priya; 09-17-2015 at 11:04 PM.
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